Aata Paata Horaata: A Learning Ecosystem
Transcript of Aata Paata Horaata: A Learning Ecosystem
Aata Paata Horaata: A Learning Ecosystem
Geetha Narayanan, Srishti School of Art, Design & Technology, [email protected] Thakker, Srishti School of Art, Design & Technology, [email protected] Dipti Sonawane, Srishti School of Art, Design &Technology, [email protected] Mukhopadhyay, Srishti School of Art, Design & Technology, [email protected] Harp, Srishti School of Art, Design & Technology, [email protected]
Abstract: Aata Paata Horaata is a system comprised of face-to-face and virtual interactive learning
spaces. The design was driven by the need for after-school safe havens for play and learning as
articulated by children from urban-poor communities in Bangalore, India. Two concerns in
particular helped to focus the design process. Young girls infrequently participate in play or
learning opportunities, and many young boys become addicted to gambling at a very young age.
The design team carried out field research using a wide range of participatory design methods
including mapping tools and cultural probes in order to elicit candid conversations with the children
about their environment. The Aata Paata Horaata system incorporates core ideas drawn from
principles of sustainability, the use and wisdom of the hand, and the need for new economic models
for learning. The design concepts were validated through a series of participatory workshops with
the children from the urban slums.
Key words: Participatory Design, Action Research, Play, Classroom 3.0,
1. Introduction
Aata Paata Horaata is a system comprising of face-to-face and virtual interactive learning
spaces. The design has been driven by the need for after-school safe havens where play
and learning reinforce each other. The urban environment for poor, school age children is
not encouraging. Consider this assessment from Bangalore's Urban Development
Department (2009):
Nearly a third of the State's population lives below the poverty line. In urban areas, the growth of employment in the informal sector has not been accompanied by corresponding rise in the availability of housing; as a result large numbers of people now live in slums, without adequate access to education, health or sanitation. The actual extent of this shortfall is also not well known, as the data on poverty levels and extent is very poor, and based on thresholds that do not properly reflect the cost of living in urban areas. The development programs for the poor are also not sufficiently participatory, and this too must be revised.
While verifiable estimates are difficult to come by, it is widely regarded that children from
slum communities drop out of government schools at very high rates, perhaps reaching 70%
by 10th standard. There are multiple reasons for this trend that range from infrastructure,
relocation, or that they are unable to engage with types of teaching and learning systems
being implemented. In response to this crisis, some of these children are supported
through initiatives such as Drishya Kalika Kendras in full day learning or other programs.
However, it is often observed that many children from these communities are exposed to
neighborhood gangs that encourage and foster activities that impede childhood social and
cognitive development.
The goal of the design process was to create a play-learn system that could dynamically
affect to the conditions and situations that these children live, work, play, and learn. We
asked how design could increase wellness and the opportunities for entrepreneurial
thinking and self-initiated leadership in children between the ages of 11-15. We also
wanted to know how designing a learning environment could extend ideas that will help
those young people develop adaptive learning skills that they can use as a source of
empowerment and transformation. In a more pragmatic way, our questions led us to
investigate the materials and spaces used for play, the types different forms of games in
everyday practice by children, to ask how, where, what, and who does the playing, and
how play contributes to cognition and desire.
2. Methodology
In order to facilitate opportunities for children not in school through the design of learning
places and spaces, we collaborated with AVAS (Association for Voluntary Action and
Services), a non-profit community-based organization working with multiple slum
communities, DRIK (Dwarkanath Reddy Institutes of Knowledge), an education movement
responding to need for innovative education for children in urban slums, and DRISHYA
KALIKA KENDRA, a learning center for urban poor.
The design team carried out field-research using design methods that relied on the
participation of the communities that were being design for in three, overlapping phases.
Making and Being included workshops for and with children that involved learning play and
technology. Listening and Looking used interviews and artifacts to create common
platforms for discussion with the children and community partners. Exploring and Thinking
expanded the domain of interaction to experts versed in teaching, learning, technology,
community, and interaction design. The research methods were inspired by contemporary
arts and educational research. These foundations have sometimes been quite different
from the traditions of design, religion, science, and educational practice that have
historically influenced the local context. While designing our methods of inquiry we had
accepted the goals of embracing ambiguity, valuing subjectivity, encouraging imagination,
and allowing the children to project their hopes and desires in imaginative forms such as
visual maps or cultural probes (e.g. Gaver et al., 2004).
2.1. Making and Being
The workshops were conducted jointly between the Drishya space and the space where
the team was located in an adjacent building. A variety of workshops were conducted
including those illustrated in Figures 1-5.
2.2. Listening and Looking
2.2.1. Conversation 1
Working with a focus group of eight children, we interviewed and asked them a few
questions related to games and the habits of play. We asked, “What are the different
games and toys you play with?”, “If you had a whole day to do anything, what would you
do?”, “If you could have any game/toy, what would it be?”, and “What is your fantasy
game/toy?” Since we had gotten to know each of the children well during the previous
workshops, it was a casual set of conversations. Some of them also drew a picture to
supplement their answers about the various activities that shape their everyday life.
Fig 1. Scratch Stories: The goal was for children with little-to-no
understanding of programming to understand and implement the Scratch
programming language to create interactive stories.
Fig 2. Earth Art: Mandalas were created using natural materials like soil,
stones, dried leaves, and colorful pebbles and to embed Pico Cricket sensors for
interactive art-base installations.
Fig 3. Tech-Play: Teach-Learn-Play sessions with Lego blocks and Pico Cricket sensors to explore interactivity, causation, and to apply concepts learned elsewhere.
Fig 4. Junk Toys: Discarded material was used to create interactive toys by embedding Pico Crickets.
Fig 5. Craft: The production of hand-crafted toys was explored with a regional
craft center in Bangalore and children then developed their own toys.
2.2.2. Spatial Mapping
This exercise was designed to support the children as they shared meaningful information
about themselves, their communities, their play habits, spaces and interactions. Inspired
by the Situationists’ psychogeographical maps (Pinder, 1996), we designed a tool that
would allow the children to indicate the emotional topography of their communities – local
landmarks, where they lived, their play places, friends they played with, and anything
else they might want to share. A collection was handed out consisting of stickers, paper,
colored pens, and a camera. We asked them to take back the material over a long
weekend and make maps of all the things they did during that time.
Fig 6. Spatial Mapping: Everyday experiences and influences in the local community were
documented and annotated by the participant children.
2.2.3. Conversations 2
When the maps were brought back, they were projected onto a wall and discussed. We
annotated them with insights received from the children using their stories and narrations
(Fig. 6). Some of them chronologically explained their maps and their photographs, while
some only spoke of specific details. These annotated maps were printed in large format,
and the children pinned their photographs onto them to reference specific locales.
2.2.4. Expert Knowledge
Additionally, many insights were gained from talking to facilitators and learning from the
history of Drishya community experiences (e.g. Fig 7). This came from interacting with
community organizers as well as on an informal basis with other extended participants.
Regular discussions with Padmini Nagaraj and Geetha Narayanan, both Drishya
coordinators, emphasized the fit of the emerging research ideas with the vision and goals
of Project Vision (Narayanan, 2007), DRRT, AVAS, and Drishya. This included additional
discussions with Anitha Reddy, a social activist and leader of DRRT and AVAS. Group
presentations and feedback of design ideas also came from experts in other fields of
education, design, media, and art.
Fig 7. Expert and Community Feedback: Frequent session with stakeholders including instructors
and Drishya community members provided insight and response to research and emerging design
propositions.
2.3. Exploring and Thinking
An analytical and creative process that helped provide the 'material' needed to develop
the ecosystem requirement and form. This followed from annotations, observations, and
insights surrounding the games and narratives which the children had provided. We further
divided the lists of documented games by concept (situation, cognition and interaction)
and the toys/tools (techniques, methods, materials and processes) after Ingram et al's.
(2007) description of technology in everyday practice. This allowed us to understand the
different interactions, processes, contexts of the games while allowing us to extract more
relevant insights for designing a supportive ecosystem for educational play.
3. Observations and Dialogue
Some of the insights collected throughout the process led to specific conclusions and
guidelines that were supported by our conversations with community members. Table 1
illustrates a fraction of these insights and the specific design propositions that followed.
Table 1. Sample Insights: We grouped insights by theme, gender, or other impressions to reveal
conclusions that could be used to develop robust design propositions.
4. Core Design Questions
Taken together, the research and discussions led to a recognition that the following
general themes should focus our design practice (Table 2).
ECONOMICS SUSTAINABILITY LEARNING WELL-BEING
Demonetization Wisdom of the Hand Play-Learn-Not
School
Safety & Security
Base of the Pyramid Craft Traditions Technology Gender Equity
Alternate Currencies Livelihoods Creative Spaces Collaboration
& Co-creation
Networks of Learning Community BuildingTable 2. Design Themes: Fourteen more specific themes emerged from the research to support
subsequent work with the form and meaning in the context of the community.
These themes were as much a series of questions as they were goals and characteristics.
4.1. Economic
Can money be deemphasized? Can the cycle of gambling be interrupted? Could a
sustainable play-learn system be built which provides incentives and rewards other than
money? Could the system address the poorest of the poor? Could the model be extensible
and replicable?
4.2. Sustainability
Could sensibilities of the hand be integrated with the mind? Could dying craft traditions be
a part of the model? Can craft be made contemporary and contextual? Could the system
train for or provide livelihoods? Would it empower the children to lead better lives? Could
the network be extended beyond the children into the community?
4.3. Learning
Could learning be made fun and engaging? Could learning happen out of classrooms?
What role could technology play? Could technology be taught or learnt?
How to build creativity in children? How to build a network of creative communities?
Could communities be the networks of learning? Could we draw on existing knowledge
within communities?
4.4. Well-being
How to create safe havens for the children? What are the criteria for a safe space? Could
the community provide a safe space? How can equal opportunity be a change from the
present? How to foster an environment of co-creation? Could the system facilitate
collaborative learning? Could play be a medium of child-to-child learning? Could the
system engage with community issues? Could the system belong to the community?
5. The Aata Paata Horaata System
The design of Aata Paata Horaata builds social interaction and fosters community
development through a series of modular, well-crafted experiences. Aata Paata Horaata is
a phrase in Kannada, the dominant language in the Karnataka State region of India, that
means Play, Learn, Transform. Aata Paata Horaata (APH) incorporates systems thinking to
integrate project goals as they emerged from the research process (Table 3). Aata Paata
Horaata also uses significantly methods and ideas from visual communication and branding
to develop the system components, their relationships to each other, and their acquisition
by potential participants (Figs 8-12).
Play-Learn-Teach
Communities:
Aata Koota (play groups or clubs):
Generate collaborative play and
foster a spirit of sharing and
learning across communities and
age groups with ideas, toys,
sound, and media pieces who can
add their collective currencies
and enjoy playing together.
Leela Sangha (creative play groups): Allows
for more thoughtful and creative play when
children form groups to work collaboratively
on the design and development of new toys,
games, or music/dance videos using new
interactive technologies, handicrafts such as
cane or handmade woodcraft, and with
recyclable junk or by repurposing earlier
generations of discarded tech toys.
Alternate Time
and Learning
Based
Currencies:
Sikka (tradable currencies): Build
in value through alternative forms
of exchange that extend into the
community (e.g. collecting
kitchen waste and composting or
making biofuels, growing food in
gardens)
Kalika Gante (learning hours): Time banks
for contributing to learning through
exchange across communities––by giving
time to teach someone what you know well.
Learning
Exchanges and
Safe Play
Spaces:
Kreeda Kote (play haven):
Develop real face to face
networks of learning inspired by
the children’s own ideas and
fantasies of play
Bulbula (play pod): Create a 'lab-in-a-bag'
that can be earned (collectively or
individually) and taken home to play (e.g.
roof tops, open maidans) and learn science
through investigation in their own
environment.
Community
Media Spaces
and Digital
Social Networks:
Namma Nimma Radio
(our and your radio): Create and
sustain interest in the activities
through the setting up and
running of a regular aAta aAta
HoOrata hour on the children-run
radio station.
E-Saati (e-exchange): Create an online
platform in Kannada that will facilitate
barter and exchange, sharing, community
building, social networking.
Social-Economic-
Learning
Network and
Personal Media
Banks:
Adlu Badlu Henike (exchange
network): Augment this with a
digital network using a range of
mobile digital technologies that
allows for communication,
sharing, exchange and
collaboration.
Khajana (bank): Allows for the accumulation
of wealth in the form of media, ideas, toys,
credit, and food.
Table 3. The Aata Paata Horaata system: A modular system of teaching and learning components
that bridge communication, meaning, social, and economic boundaries.
Fig 8. Kreeda Kote (play haven) and Kalika Gante (learning hours): Time banks for contributing to
learning through exchange across communities support real, face-to-face networks of learning
inspired by the children.
Fig 9. Aata Koota (play groups) and Sikka (tradable currencies): Generate collaborative play,
sharing, and learning across communities while building in value through alternative forms of
exchange that extend into the community.
Fig 10. Khajana (bank): Allows for the accumulation of wealth in the form of media, ideas, toys,
credit, and food.
Fig 11. Kreeda Kote, Sikka, and Bulbula: Components working synergisticly to support a suite of
behaviors that increase social and economic well-being.
Fig 12. An artist's rendition of the Bulbula concept: These playspaces support personal security
with a visible and protected place to play and practice skills.
6. Validation
The design concepts were validated through a series of workshops in order to test and
refine the individual concepts of the APH system. Two examples of these workshops
included students from the Drishya Community who explored storytelling and basic biology
using components of the APH ecosystem.
6.1. Transmedia Storytelling Workshop:
The Transmedia Storytelling Workshop integrated the E-Saati, Leela Sangha, Namma
Nimma Radio and Khajana concepts in a complex amalgamation of analogue and digital
cultures. The children worked in groups (Leela Sangha) for 6 weeks learning local folk
cultures of puppet making and storytelling with media tools such as Scratch
(http://scratch.mit.edu/) and mobile phones. Ning (http://www.ning.com/) was used to a
media tool to develop and extend a collecting (Khajana) and networking (e-Saati) platform
for the children as well as to communicate activities happening during the camp. Audio
storytelling was conducted using mobile phones, which were collected on the Ning
platform as radio 'narrowcasts' (Namma Nimma Radio). These stories continued to be
shared and integrated as dynamic interactions between oral traditions and local craft
practices of puppetry and digital environments using Scratch. The culmination of the
workshop brought together multiple analogue and digital media streams as puppet show
for the extended Drishya Community.
Fig 13. Transmedia Storytelling Workshop: Integrating e-exchange, community radio, banks and
creative play groups.
6.2. Interactive Insect Installation:
The concepts of Kreeda Kote, Bulbula, Aata Koota and Khajana were explored in a series
of Interactive Insect Installations. The workshop involved the learning, application and
integration of local traditions and interactive-sensor programming facilitated by teachers,
technical staff, and researchers (Kreeda Kote). The children started by observing insect
motion and insect behavior. They then translated those observations into construction
drawings and crafted insects out of a combination of materials to articulate those
behavior-movement patterns. This process that allowed them to explore relationships
between form and function as well as basic physical principles. They then proceeded to
incorporate behavioral traits with their insects using Pico Crickets
(http://www.picocricket.com/) as programmable sensors, which they could attach to their
crafted insects. Finally, they played with their constructed insect-toys (Khajana) in the
garden in groups (Aata Koota) within pergolas (Bulbula) they had constructed.
Fig 14. Interactive Insect Installation: Exploring the integration of play pods, banks, play groups,
and play havens design concepts.
7. Conclusions
The Aata Paata Horaata ecosystem is ultimately a hypothesis that continues to be tested
and used as working proposition for new learning tools and capabilities in the local
community context. While each aspect of the ecosystem is valid on its own, our intention
was to build mutually reinforcing synergies between material, social, digital, and
semeiotic forms. The goal of the project continues to emphasize the support of dynamic
behaviors for new urban contexts, socially enriching forms of interaction, and
economically empowering insights and activities. Further work now focuses on the means
through which the components can scale together and translate across cultural, linguistic,
and geographic contexts.
Acknowledgments
The authors would like to acknowledge the support and assistance of Anitha Reddy,
Padmini Nagaraj, Dharmang Prajapati (for his work on the Bulbulas), and Danielle Martin
(for her work on the transmedia storytelling workshop). This work would not have been
possible without the participation of the Drishya community or the support of the Srishti
community. The authors also thank the Moon Vehicle Group, Zack Denfeld, Jan Bloom,
and Leo Burd for valuable feedback. The research and design work was supported with
funding from Nokia Research Labs, India and the Microsoft Research Design Expo.
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